DARKFANG BARROW
The Darkfang are a collective nation of goblinoids who worship
H'EL, the dark goddess. An example is this small clan of goblins, who has recently taken up residence in
Briarwood, inhabiting an ancient elven burial mound.
CLAN WHARMUG
Forty members strong, these goblins follow the guidance of a deranged and power hungry shaman named Wharmog. They worship a dark, bestial goddess while spreading it's twisted brand of chaos throughout the land. Here they frequently raid caravans traveling through the forest and have recently taken up residence in an ancient elven barrow which irks the elves of the wood to no end. Wharmog sends his worg riders out on patrol, netting easy prey and scouting out targets for his lackeys to raid. For difficult engagements Wharog sends in his brutes accompanied by acolytes while Shmellykyn, the troll holds down the defense of the barrow.
WHARMOG, Goblin Shaman: Adept 2; Small Humanoid (Goblinoid); HD 1d8 (hp 8); AC 14; Attack +2 light mace +2 melee (1d4+1); SA Command undead 4/day; SQ Darkvision 60 ft.; Str 10, Dex 12, Int 13.
Skills: Concentration+, Hide
, Knowledge (religion), Move Silently
, Ride, Spellcraft
, Blind-Fight, Spell Focus (necromancy)
Divine Spells Prepared: (DC = 12 + spell level) 0 – detect magic, read magic, cure/inflict minor wounds (x2); 1st – cause/cure light wounds, doom, protection from good*, summon monster (medium spider).
Divine Spells Per Day: 4/4
Domains: Evil, Darkness
Possessions: Bellyripper, leather armor, feather headdress.
BELLYRIPPER: This +2 short sword is very spartan and simple in appearance, with no gems or fancy steelwork. No glyphs or symbols can be seen on it. It feels oddly warm when grasped, however. It is not intelligent, though it can perform the following acts of magic, when grasped and concentrated on [note that unless the wielder knows of these powers, or tries to perform these specific powers, the sword will not perform them]:
- sheds darkness in a 40' radius (concentration)
- identify to the wielder the most powerful, in a group of opponents. (empathy)
Goblin Acolytes (2): Adept 1; Small Humanoid (Goblinoid); HD 1d8 (hp 5); AC 13; Atk light mace +2 melee (1d4); SQ Darkvision 60 ft.; Str 11, Dex 13, Int 10.
Skills: Alertness, Hide+, Listen+, Move Silently+, Spot+
Divine Spells Prepared: (DC = 11 + spell level) 0 – read magic, cure/inflict minor wounds (x2); 1st – doom (x2)
Possessions: buckler, light mace.
Adept Spells Per Day: 3/2
BHORRG, Goblin Lieutenant: Warrior 2; Small Humanoid (Goblinoid); HD 2d8 (hp 8); AC 15; Atk battleaxe +2 melee (1d6/x3); SQ Darkvision 60 ft.; Str 11, Dex 13, Int 10.
Skills: Alertness, Intimidate, Diplomacy+, Hide, Listen, Move Silently
, Ride, Spot
Possessions: battleaxe, leather armor, shield (wooden, light), 2 silver bracers (worth 15 gp each)
Goblin Riders(5): Small Humanoid (Goblinoid); HD 1d8 (hp 4); AC 16; Atk javelin +1 (1d6), net +3 (entangle); SQ Darkvision. 60 ft.; Str 10, Dex 14, Int 10.
Skills: Alertness, Hide, Listen+, Move Silently
, Ride, Spot+
Possesions: buckler +1, net, javelin, scimitar +1, studded leather
Goblin Lackey (20): Small Humanoid (Goblinoid); HD 1d8 (hp 5); AC 15; Atk Morningstar +2 melee (1d6) or javelin +3 ranged (1d4); SQ Darkvision 60 ft.; Str 10, Dex 12, Int 10, Wis 8.
Skills: Alertness, Hide
, Listen, Move Silently, Ride, Spot.
Possessions: leather armor, shield (light wooden), small morningstar, 6 small javelins, 1d12 sp
Hobgoblin Brutes(5): Medium Humanoid (Goblinoid); HD 1d8 (hp 6); AC 15; Atk longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1); SQ Darkvision 60 ft.; Str 13, Dex 13, Int 10.
Skills: Alertness+, Hide+, Listen+, Move Silently+, Spot+
Possessions: longsword, studded leather armor, light shield (wooden), belt pouch with 1d12 sp.
SHMELLYKYN, Young Troll: Medium Giant; AC 18; HD 4d8 (hp 40) Atk 2 claws +9 (1d6+6), bite +4 (1d6+3); SA Rend 2d6; SQ Regeneration 5, scent, darkvision 90 ft.; Str 18, Dex 14, Int 6.
Skills: Alertness, Iron Will, Listen
, Spot
Worg (5): Medium Magical Beast; AC 14; HD 4d10 (hp 30); Atk bite +7 (1d6+4); SA Trip; SQ Scent; Str 17, Dex 15, Int 6.
Skills: Alertness, Hide, Listen
+, Move Silently, Spot+
- BARROW ENTRY DOORS: The doors have lion heads carved into them at about head level. The lion heads are covered with dust (which a DC 15 Spot check notices). Attempting to open the doors without tapping the lions on their foreheads causes ghostly red lion heads, growling, to stretch from the carvings, bite the intruder, and recede.
Lion Head Trap: CR 1; magic device; touch trigger; automatic reset; Atk +6 melee (1d8, 2 bites); Search DC 17, Disable Device DC 21.
- 1) TOTEM CHAMBER - DEMON TOTEM STATUE:
"This chamber is dark, but the light playing in from the
open door above hints at a bare stone cave. In the center of the chamber
across from the door is a statue of demonic countenance. It stands tall
and slender, with small horns, muscular arms folded over its robes, and
a hugely distended mouth. Its lower jaw drops all the way to the
statue’s base, where it merges with a semicircular trough that rings the
statue."
If the heroes proceed into the room with a light source (i.e., they can see the east wall), continue with the following.
"In the room’s east side is a nook, and in the nook stands
a decorative wall — though "decorative" is purely a matter
of taste. The wall is covered with faces human, bestial,
and demonic (some reminiscent of the statue). The faces
grin, grimace, scowl, and scream, each in a different way."
Wharmug worked his twisted sorceries when crafting this crudely carved totem. It is used to power-up his forces and to turn them into fire-breathing goblin fiends.
A DC 20 Knowledge (religion) check reveals that the statue is of a bloodthirsty, fiery demon; he allegedly granted his power to people who allowed him to drink their blood.
If a living creature touches the statue, read of paraphrase the following.
"Orange fire comes to life in the statue’s eyes. A voice,
speaking Common, echoes from it. "Let me drink your
blood, mortals, and I shall reward you." The eyes burn.
They are almost hypnotic."
Characters can sacrifice blood (their own blood, not that of a dead opponent) to the statue by bleeding into the trough. If they do, the blood hisses as if on a griddle, and, in beads, rises along the statue’s stretched jaw and into its mouth. The eyes flare brighter as the blood rises.
A hero can choose how many hit points of blood he wishes to sacrifice. After sacrificing blood, the hero feels himself brimming with power, and feels his hands and eyes tingle. He knows instinctively that he can concentrate on these feelings to make something happen — and if he tries it, he finds that he can shoot brief rays of orange fire from his palms, fingers, eyes, or any object he holds in his hands. This is a supernatural ability, takes a standard action, provokes attacks of opportunity, and has a maximum range of 30 feet with no range increment. The hero can fire as many rays as he likes, though the ability goes away when the wounds from his blood sacrifice heal.
The rays require ranged touch attacks to hit and they deal fire damage. The amount of damage they deal depends on the amount of blood the hero sacrificed, as shown on the table below.
Hit Points of Ray Hit Points of Ray
Blood Sacrificed Damage Blood Sacrificed Damage
--------------------------------------------------
1 1 7–8 1d8
2 1d2 9–10 1d10
3 1d3 11–12 2d6
4 1d4 13–18 2d8
5–6 1d6 etc.
--------------------------------------------------
DEMON TOTEM STATUE: Hardness 8; hp 35; break DC 25.
When the party first enters the barrow complex, none of the clan has utilized the powers of the totem. If any of the goblins in other areas are made aware of a skirmish, half of them will stop, and sacrifice half their available hit points to the totem, in order to gain its fire-breathing enchantment.
- 2) LACKEY'S CHAMBER
- 3) TROLL'S LAIR
- 4) CLAN COMMONS
- 5) BRUTE'S CHAMBER
- 6) CLAN LOOT
- 7) WORG PENS
- 8) WHARMOG'S CHAMBER
See also: